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Shell shockers hacks github

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Nov 11th, 2024
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  2. Download Here --> https://tinyurl.com/rhf4x3dp (Copy and Paste Link)
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  9. rediec / Shell Shockers Aimbot and ESP 2 code
  10. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters
  11. // ==UserScript== // @name ShellShock Hack (Aimbot, Esp, Skins) V5 // @version 5.2.2 // @description (Crackware) a mod for shellshockers.io with aimbot,esp, and unlock all skins // @author TDStuart // @match https://shellshock.io/* // @grant none // @namespace https://greasyfork.org/users/727080 // ==/UserScript== // Attention GreasyFork Users : Read about the external script in the script info tab! // Please do not remove this or the credit to the creators of this mod. This mod took a long time to make, if you reupload this leave the credits to the creators. /* Created By : TDStuart Thanks To : Cryo - Developer (Helped with a bunch of code) Sadly L. - Developer (Helped with a bunch of code + made the esp) Alt - Created the name (CrackWare) JakeJeeperjinks - Admin and Helper with Youtube / Discord CrackWare Discord : https://discord.gg/yBvxND6 */ var script = document.createElement('script'); script.src = '//5514modding.com/ss/5shellshock.min.js'; script.type = 'text/javascript'; document.body.appendChild(script);
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  13. Instructions: 1. download tampermonkey 2. copy code 3. click new script 4. paste in code 5. click file 6. click save 7. refresh shell shockers page
  14. rediec / Shell Shockers Aimbot and ESP
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  16. Shell Shockers Aimbot and ESP. Code created by leaky_coder // ==UserScript== // @name ShellShockers Aimbot and ESP // @namespace http://tampermonkey.net/ // @version 0.1 // @description try to take over the world! // @author PacyTense // @match *://shellshock.io/* // @run-at document-start // @grant none // @noframes // ==/UserScript== window.settings = blueTeam: "#4254f5", redTeam: "#eb3326", orangeTeam: "#fca503", aimbotKey: "ShiftLeft", angleOrDistance: true, aimbotSmoothness: 2, maxAngle: 3, fov: 1.25, > window.aimbotToggled = false; window.addEventListener('keydown', function(e) if(e.code == window.settings.aimbotKey) window.aimbotToggled = true; > >) window.addEventListener('keyup', function(e) if(e.code == window.settings.aimbotKey) window.aimbotToggled = false; > >) window.dist3d = (player1, player2)=>; window.angleDistance =(player1, player2)=> let angle = window.getAngle(player1, player2); const angleDist = Math.sqrt((player1.yaw - angle.yaw)**2 + (player1.pitch - angle.pitch)**2); return angleDist*window.dist3d(player1, player2); > window.getNearestPlayer = function(us, enemies) let nearestPlayer = //we leave it empty to start enemies.forEach(them=> if(them) if(them.id != us.id) if(them.hp > 0 && them.playing && (!us.team || (us.team != them.team)) && window.visiblePlayers[them.id]) //firstly lets make sure they arent dead hp > 0, then make sure they are playing and not spectating //then lets check if our team is equal to their team //one thing to note, in FFA both our teams are 0, so it would never run cause it would think we are on their team //so what we do is if(us.team) will return false for team = 0 and true for team != 0 // so it is effectivly if our team is 0 (FFA) or our team isnt equal to their team``` let distance = 999; if(window.settings.angleOrDistance) distance = window.angleDistance(us,them) || 0; >else distance = window.dist3d(us,them) || 0; > if( !nearestPlayer.distance || distance nearestPlayer.distance = distance; nearestPlayer.player = them; > > > > >) if(nearestPlayer.player) return nearestPlayer; > return null; > window.calcAngle = function(us, them, dist) let delta = y: them.y-us.y - 0.072, z: them.z - us.z + 2*(them.dz * dist / us.weapon.subClass.velocity) >; delta = new BABYLON.Vector3(delta.x, delta.y, delta.z).normalize(); const newYaw = Math.radRange(-Math.atan2(delta.z, delta.x) + Math.PI / 2) const newPitch = Math.clamp(-Math.asin(delta.y), -1.5, 1.5); us.pitch += ((newPitch || 0)-us.pitch)/window.settings.aimbotSmoothness; us.yaw += ((newYaw || 0)-us.yaw)/window.settings.aimbotSmoothness; return 0; > window.getAngle = function(us, them) let delta = y: them.y-us.y - 0.072, z: them.z - us.z, >; delta = new BABYLON.Vector3(delta.x, delta.y, delta.z).normalize(); const newYaw = Math.radRange(-Math.atan2(delta.z, delta.x) + Math.PI / 2) const newPitch = Math.clamp(-Math.asin(delta.y), -1.5, 1.5); return ; > //aimbot function window.otherPlayer; window.myPlayer; window.espColourSettings = function(that) if(that.player.team==1) that.bodyMesh.overlayColor = hexToRgb(window.settings.blueTeam); >else if(that.player.team==2) that.bodyMesh.overlayColor = hexToRgb(window.settings.redTeam); >else that.bodyMesh.overlayColor = hexToRgb(window.settings.orangeTeam); > that.bodyMesh.setRenderingGroupId(1); > window.doAimbot = (ourPlayer,otherPlayers)=> if(!window.aimbotToggled); if(!window.myPlayer) otherPlayers.forEach(player=> if(player) if(player.ws) window.myPlayer = player; >> >) >; //loop through other palyers let nearest = window.getNearestPlayer(ourPlayer, otherPlayers); if(nearest) //console.log(nearest.name); calcAngle(window.myPlayer, nearest.player, nearest.distance) > >; window.visiblePlayers = ; //The game Does hack check, where if a hack is detected, it sets ur uuid to 255 which stiops u from doing damage //what we do here is redefine the varaible to always return 0 so they can never flag us hehehe Object.defineProperty(window, "uuid", >); //stuff from here on is code used to extract code from the games code, trippy right? const request = url => fetch(url).then(res => res.text()); const injectInline = (data) => let s = document.createElement('script'); s.type = 'text/javascript'; s.innerText = data; document.getElementsByTagName('head')[0].appendChild(s); > window.hexToRgb =(hex)=> var result = /^#?([a-f\d])([a-f\d])([a-f\d])$/i.exec(hex); return result ? r: parseInt(result[1], 16)/255, g: parseInt(result[2], 16)/255, b: parseInt(result[3], 16)/255, a: 1, > : null; > const attemptPatch = (source) => const patches = new Map() //we get a copy of theg games code, and search for specific location. We found our player stuff and then call our external function where we can run our aimbot logic! .set("RENDERHOOK", [/var (\w+)=([a-zA-Z$]+)\(this\.mesh,\.(\d+)\);/, "rep = `var $ = $(this.mesh,.31);window.visiblePlayers[this.player.id]=$;$=true;this.bodyMesh.renderOverlay = !0;window.espColourSettings(this);`", true]) .set("PLAYERHOOK", [/if\([^(\/.,)]+\)([^(\/.,)]+)\.actor\.update\([^(\/.,)]+\);/, false]) .set("ENEMYHOOK", [/var [^(\/.,=]+\=([^(\/.,\[\]]+)\[[^(\/.,\[\]]\];[^(\/.,=&]+\&\&\([^(\/.,=]+\.chatLineCap/, false]) .set("AIMBOTHOOK", [/[^(\/.,]+\([^(\/.,]+,[^(\/.,]+\/\d+\),[^(\/.,]+\.runRenderLoop\(\(function\(\)\ variables = ; for (const [name, item] of patches) let match = source.match(item[0]); if(!item[1]) if(match) variables[name] = match; >else alert(`Failed to variable $`); continue; > >else let rep; try eval(item[1]); >catch(e) alert(`Failed to patch $`); continue; > console.log(rep); const patched = source.replace(item[0], rep); if (source === patched) alert(`Failed to patch $`); continue; > else console.log("Successfully patched ", name); source = patched; > > return source; > (async function() let script = await request(`https://shellshock.io/src/shellshock.min.js`); console.log(script); injectInline(attemptPatch(script)) //modify the games code and then apply it :)) >)(); //using a mutation observer oooohhh fancy ik! we can detect scripts before they run and patch them. let observer = new MutationObserver(mutations => for (const mutation of mutations) for (let node of mutation.addedNodes) if (node.tagName == 'HEAD') > else if (node.tagName == 'SCRIPT' && node.src.includes("shellshock.min.js")) node.outerHTML = `` //or we can make it point towards our own custom JS file. //node.src = "https://ourFileLocation/code.js" > > > >); observer.observe(document, childList: true, subtree: true >)
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